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UI Improvements, Round 2: Match UI

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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 25 Dec 2011, 20:52

I've thought of this a couple times, but just finally thought about posting it. When we have pop up selection dialogs for lists of cards, in addition to showing the currently selected card in the Card Panel Details on the right, it would be nice to have a "halo" or something glow around the edges of the card on the battlefield so you can easily distinguish human cards from computer cards (if both have a Forest in play for example). Shouldn't be too hard to do.

Example: A Chainer's Edict is resolving and you need to select a card to sacrifice. This was, you could easily see which one is enchanted/equipped or has counters on it, etc since you can see exactly which card on the battlefield is currently selected.

-slapshot5

Edit: Add example.
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Re: UI Improvements, Round 2: Match UI

Postby moomarc » 25 Dec 2011, 21:47

That would be great if you can do that. Nothing worse than having to cancel a spell to check the card ID, especially if that spell happened to sac or exile one of your creaures.
-Marc
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 27 Dec 2011, 01:18

In message: Re: Feature Requests Thread

Doublestrike wrote:
Accountancy wrote:That seems confusing, especially the fact that it gives you the choice for maximum stack size, but the stack is already a magic thing, it should either be renamed or removed, especially if it's not doing anything.
On that note, there's a few things in the "settings" panel in the home screen that as I was making them, I wasn't sure what they did exactly, so the text description is off. If a dev happens to notice this, there's two or three descriptions that could use some clarification.
`
I would like to suggest that we for the moment comment out the settings for the number of cards in a pile and the number of pixels used in off-setting the card images for cards placed in a pile.

I am pretty sure that this is not currently hooked up and used in our newest battlefield window UI (but I could be wrong).

It could be hooked up at some point in the future but this may not be an important feature at this time.
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 27 Dec 2011, 01:47

Chris H. wrote:I would like to suggest that we for the moment comment out the settings for the number of cards in a pile and the number of pixels used in off-setting the card images for cards placed in a pile.

I am pretty sure that this is not currently hooked up and used in our newest battlefield window UI (but I could be wrong).

It could be hooked up at some point in the future but this may not be an important feature at this time.
Yeah, I'll take care of it.

-slapshot5
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 27 Dec 2011, 02:17

Done. Also removed Old GUI checkbox since the game is no longer playable with that selected.

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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 27 Dec 2011, 02:18

slapshot5 wrote:Yeah, I'll take care of it.
`
Once you have finished with the viewSettings.java class let me know. I would like to make a few minor edits in this class.

I noticed that the text in the settings view is clipped when the screen is reduced to 800 x 600 pixels. I plan to change the JLabels over to MultiLineLabelUI and this looks to be within my abilities. :)
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 27 Dec 2011, 02:35

I'm done with what I planned to do.
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Re: UI Improvements, Round 2: Match UI

Postby Chris H. » 01 Jan 2012, 14:05

I had a thought in reference to the new battlefield UI.

Sloth looked at the old code for assigning damage when the attacking creature is being multi blocked and/or the attacking creature has trample.

I remember that he stated that it would be great if we could update this UI to a more modern approach as the current design is difficult to change/edit/update/maintain.
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Re: UI Improvements, Round 2: Match UI

Postby Sloth » 01 Jan 2012, 16:53

Chris H. wrote:Sloth looked at the old code for assigning damage when the attacking creature is being multi blocked and/or the attacking creature has trample.

I remember that he stated that it would be great if we could update this UI to a more modern approach as the current design is difficult to change/edit/update/maintain.
The multi block window code is ancient. It hasn't just missed this UI update, but at least the one before already.
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Re: UI Improvements, Round 2: Match UI

Postby ArsenalNut » 10 Jan 2012, 04:21

Tonight I started a new project work space. I wanted to be in developer mode. I check the box under the settings menu then start a constructed game. No developer mode :( I had to restart Forge in order to get developer mode to show up. Has anyone else noticed this?
So many cards, so little time
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Re: UI Improvements, Round 2: Match UI

Postby slapshot5 » 10 Jan 2012, 04:58

ArsenalNut wrote:Tonight I started a new project work space. I wanted to be in developer mode. I check the box under the settings menu then start a constructed game. No developer mode :( I had to restart Forge in order to get developer mode to show up. Has anyone else noticed this?
Yeah, it's true. I'd like to fix that at some point. I think the card image size setting has the same problem.

When the prefs code is more standardized, this will all work more consistently.

-slapshot5
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Re: UI Improvements, Round 2: Match UI

Postby Doublestrike » 10 Jan 2012, 07:38

ArsenalNut wrote:I had to restart Forge in order to get developer mode to show up.
slapshot5 wrote:When the prefs code is more standardized, this will all work more consistently.
I'll do this. Right before I left I had reworked the prefs code to make the file more readable (e.g. phase stuff will be in consecutive lines) so I can make this change pretty easily.
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Re: UI Improvements, Round 2: Match UI

Postby WompWomp » 12 Jan 2012, 18:57

A few things that are a bit off topic but there isn't a particularly better place to post them that I know of:

Does the program differentiate between different types of tokens in a way that would allow them to use different images? If not is that a huge undertaking? Board states would be much more grok-able if at least +1/+1 and -1/-1 used different images with how popular they are in recent sets.

I also saw that you (or someone else?) have put together a number of new skins. If you want or need them I have the those Mana Symbols at a larger size.
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Re: UI Improvements, Round 2: Match UI

Postby Hellfish » 12 Jan 2012, 20:37

Err, I only just noticed and have no clue why I didn't do so earlier... Where'd the asummoning sickness icons go? This is as of r13115.

EDIT: Welp, nvm. Sometimes I think Forge is gaslighting me 8-[
So now you're
Screaming for the blood of the cookie monster
Evil puppet demon of obesity
Time to change the tune of his fearful ballad
C is for "Lettuce," that's good enough for me
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Re: UI Improvements, Round 2: Match UI

Postby Milod » 13 Jan 2012, 20:06

can u make the blue dots that represent counters smaller because i cant read the number of counters on planeswakjers when they got 4 or more the blue dots are in the way
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